package game.graphics.lighting
{
	import engine.graphics.*;
	import flash.display3D.*;
	
	public class RxGBuffer
	{
		private var m_gbufferTextures:Vector.<RxRenderTarget>;
		public static const GBUFFER_ALBEDO:uint = 0;
		public static const GBUFFER_DEPTH:uint = 1;
		public static const GBUFFER_NORMALS:uint = 2;
		public static const GBUFFER_LIGHT_ACCUM:uint = 3;
		public static const NUM_GBUFFER_TEXTURES:uint = 4;
		
		public function RxGBuffer()
		{
			var _loc_1:int = 0;
			this.m_gbufferTextures = new Vector.<RxRenderTarget>(NUM_GBUFFER_TEXTURES, true);
			_loc_1 = 0;
			while (_loc_1 < NUM_GBUFFER_TEXTURES)
			{
				
				this.m_gbufferTextures[_loc_1] = new RxRenderTarget();
				_loc_1++;
			}
		}
	}
}